Universal Mobile Ads for iOS & Android

Hello again, game DNA Studio. Thank you for solving my issue with armv-64 plugin. However now i have another problem with Universal Mobile ADS. After enabling plugin Universal Mobile Ads and uploading APK to Google Play console i recieved warning from Google Play Console. Is says that some API`s are greylisted and may be disabled soon. If i disable your plugin, all warnings dissapears. :frowning: I need help again.
Arm-7 APK - 11 warnings
Arm-8-64 APK - 4 warnings

Logs has been sent to your support e-mail. Praying for help :slight_smile:

Iā€™m sorry.
I sent a mail, but MAYBE I realized why ads is not showing.
I checked Admobā€™s web site, then shown a number of Ads is less than a number of requests.
After waiting few hours(or more), I had experienced Ad was shown once.
I guess Admob checks My account or ip address, it wonā€™t a pluginā€™s problem.
Iā€™ll keep checking stats. Thank you.

Hey Guys i have this Problem can u help me Maybe to fix that?. I have doing many many things to fix it but it wonĀ“t work. Somebody have an idea why?

The Problem is :

Z:\src\com\epicgames\ue4\GameActivity.java:206: error: package com.google.android.gms.ads does not exist

[javac] Z:\src\com\epicgames\ue4\GameActivity.java:3241: error: cannot find symbol

ERROR: C:\WINDOWS\system32\cmd.exe failed with args /c ā€œD:/NVPACK/apache-ant-1.8.2/bin/ant.batā€ -verbose debug -Djava.source=1.7 -Djava.target=1.7

look Screenshot for more :)ā€¦ i would be very thankful if somebody can help me with that :))

@xYK1905x Do you put the Plugin into the ā€œPluginsā€ folder ofyour project? because I got the same error with that. I change de folder by the engine Plugins folder and the GameDNAinstaller works properly.

But now, I got another problem :

But when i opened the ā€œUniversalMobileAds.build.csā€, I saw that is already set on PrecompileTargetsType.any

Hope that [USER=ā€œ18952ā€][/USER] could help me because the support donā€™t answer meā€¦

Lol you has the same problem like me and you just take ur Plugin into Engine/Marketplace Folder and it works? ā€¦ For your problem

Do you Install Multi Dex ?.. If not do it and i think it will fix that, but i canĀ“t promise you if everything works greatā€¦ If not check ur Project sometimes there are Little problem what makes big problem heheheā€¦

Above all, do not buy this overpriced Plugin! I bought it 3 weeks ago and I still can not use it! A plug-in is supposed to be functional from the moment of purchase, except this one is ā– ā– ā– ā– !

I do not even get any answer from the support for 2 weeks ā€¦

Conclusion:

Half finished product and no help from their company after buying $ 120!

I bought the plugin a few months ago, advertising for Android works as expected.

Now I publishing the project on iOS and there are difficulties. If you just download and throw Universal Mobile Ads and GameDNA in the plugins folder, the program packs the project without errors, but give a warning ā€œGoogle AdMob SDK not installed!ā€. The app runs on a test iPad, but the ads donā€™t work.

If you successfully install the SDK through GameDNA, the packaging of the project gives an error at the compilation stage. You do not answer to my question by mail, I will ask it here. Please solve the problem, for more than 10 days can not complete the project and publish it on the App Store. details in the mail.

you will not have an answer. Sorry, because GameDNA are scammers and have a deplorable support

We have this exact issue. If we put plugins in Engine or Project, builds fine until we pull SDKs. Before we grab SDKs, we obviously get the ā€œGoogle AdMob SDK not installed!ā€ as mentioned previously.

Our Android works fine, tests check out using Admob for all ad types.

Unfortunately our IOS will not package if you pull sdks using GameDNA. Will build just fine before pull with both plugins.

Hope someone out there has a solve to share. We are on 4.22.3, mac for iOS build. Here are some logs. We are using the example TestUMA here after a clean project with GameDNA sdk pull:

"
UATHelper: Packaging (iOS): Performing 8 actions (16 in parallel)
UATHelper: Packaging (iOS): [3/8] sh Unzipping: /Users/Shared/Epic Games/UE_4.22/Engine/Plugins/Marketplace/UniversalMobileAds/Source/ThirdParty/IOS/Google/GoogleUtilities.embeddedframework.zip -> /Users/Shared/Epic Games/UE_4.22/Engine/Intermediate/UnzippedFrameworks/UniversalMobileAds/GoogleUtilities.embeddedframework
UATHelper: Packaging (iOS): [1/8] sh Unzipping: /Users/Shared/Epic Games/UE_4.22/Engine/Plugins/Marketplace/UniversalMobileAds/Source/ThirdParty/IOS/Google/GoogleMobileAds.embeddedframework.zip -> /Users/Shared/Epic Games/UE_4.22/Engine/Intermediate/UnzippedFrameworks/UniversalMobileAds/GoogleMobileAds.embeddedframework
UATHelper: Packaging (iOS): [2/8] sh Unzipping: /Users/Shared/Epic Games/UE_4.22/Engine/Plugins/Marketplace/UniversalMobileAds/Source/ThirdParty/IOS/Google/GoogleAppMeasurement.embeddedframework.zip -> /Users/Shared/Epic Games/UE_4.22/Engine/Intermediate/UnzippedFrameworks/UniversalMobileAds/GoogleAppMeasurement.embeddedframework
UATHelper: Packaging (iOS): [4/8] sh Unzipping: /Users/Shared/Epic Games/UE_4.22/Engine/Plugins/Marketplace/UniversalMobileAds/Source/ThirdParty/IOS/Google/nanopb.embeddedframework.zip -> /Users/Shared/Epic Games/UE_4.22/Engine/Intermediate/UnzippedFrameworks/UniversalMobileAds/nanopb.embeddedframework
UATHelper: Packaging (iOS): /bin/sh: /Users/Shared/EpicGames/UE_4.22/Engine/Intermediate/UnzippedFrameworks/UniversalMobileAds/GoogleMobileAds.embeddedframework.sh: No such file or directory
UATHelper: Packaging (iOS): /bin/sh: /Users/Shared/EpicGames/UE_4.22/Engine/Intermediate/UnzippedFrameworks/UniversalMobileAds/GoogleAppMeasurement.embeddedframework.sh: No such file or directory
UATHelper: Packaging (iOS): /bin/sh: /Users/Shared/EpicGames/UE_4.22/Engine/Intermediate/UnzippedFrameworks/UniversalMobileAds/GoogleUtilities.embeddedframework.sh: No such file or directory
UATHelper: Packaging (iOS): /bin/sh: /Users/Shared/EpicGames/UE_4.22/Engine/Intermediate/UnzippedFrameworks/UniversalMobileAds/nanopb.embeddedframework.sh: No such file or directory
UATHelper: Packaging (iOS): Took 18.214428s to run mono, ExitCode=5
UATHelper: Packaging (iOS): ERROR: UnrealBuildTool failed. See log for more details. (/Users/dev/Library/Logs/Unreal Engine/LocalBuildLogs/UBT-TestUMA-IOS-Development.txt)
UATHelper: Packaging (iOS): (see /Users/dev/Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt for full exception trace)
PackagingResults: Error: UnrealBuildTool failed. See log for more details. (/Users/dev/Library/Logs/Unreal Engine/LocalBuildLogs/UBT-TestUMA-IOS-Development.txt)
UATHelper: Packaging (iOS): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (iOS): RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults: Error: AutomationTool was unable to run successfully.
PackagingResults: Error: Unknown Error"

Hope shouting this into the void might bring a bit of luck!

Edit: Should mention, while the logs show engine directory for TestUMA, we also tried Plugins folder in Project directory with same results.

http://gamednastudio.com/plugins/images/UniversalMobileAds/Update46.png

Universal Mobile Ads 2.10.0 for UE 4.23 released!

Weā€™ve just released plugin binaries for Unreal Engine 4.23.
You can download it from GitHub repository on releases tab or your Sellfy dashboard (for Sellfy customers). Update also was submitted for UE4 Marketplace but it needs to wait for approval.

CHANGELOG:

  • Compatibility updates for Unreal Engine 4.23

If you havenā€™t owned it yet, you can buy now on Sellfy or UE4 Marketplace.

Hey all,

We had to upgrade to 4.23 for a different issue we needed to resolve, and this problem went away. We can build and I can confirm banner test ad popped up. I went back to 4.22 to see if it worked but that was still broken for us unfortunately.

As far as I can tell, Android and IOS do work in 4.23 with our test. If I run into any snags as we polish up the engine change I will post here.

Does anyone know why the info.plist has new entries including using the calendar, bluetooth and camera when the plugin is enabled? Why would Universal Mobile Ads need to be able to use the camera? The purpose string says to take a selfie. Maybe I donā€™t understand something so please help me. The support of GameDNA does not respond unfortunately. The first picture shows the info.plist without the plugin and the second shows it with the plugin enabled.

when ı packaged my project 32 bit and nativization inculusive, packaged ok.
when ı packaged my project 64 bit and nativization disable, packaged ok.
but when ı packaged my project 64 bit and nativization inculusive, packaged failed . ı think it is abaut ads plug in please hel me
ı attached log file

Hi. Iā€™m getting internal error. I have updated the latest version of ue4 4.23 and still no luck

Hello, Iā€™m having a problem with downloading the SDK/Installing with GAME_DNA,
I tired to wait some day before trying again but still get the same error. Is the server down somehow?
See information under.

Iā€™m using UE 4.31

Downloading file: AdMob_Fyber_Adapter_iOS-1.0.2.zip
System.Net.WebException: F?rs?kte utf?ra f?r m?nga automatiska omdirigeringar. (translation in last part: Tried to execute to many automatic redirection)
vid System.Net.HttpWebRequest.EndGetResponse(IAsyncResult asyncResult)
vid System.Net.WebClient.GetWebResponse(WebRequest request, IAsyncResult result)
vid System.Net.WebClient.DownloadBitsResponseCallback(IAsyncResult result)

Problem with connection to the SDK provider server: http://legacydocs.fyber.com/content/current/partnership/admob/ios/AdMob_Fyber_Adapter_iOS-1.0.2.zip
Try again later.
Plugin installation error

I am having same error, i posted issue week ago on github and on the installer forum LINK:- https://forums.unrealengine.com/commā€¦nstaller/page5 BUT NO ONE REPLY.

I also noticed that installer for universalmobileads downloading all SDKs for ios only on windows.
I got error during android build for androidrepository folder ā€œprojectfile/plugins/universalads/source/Androidrepositoryā€ so i checked at file location and there was only ā€œIOSā€ folder. And i checked output log after clinking " install sdk" in installer, all SDK are only for ios.

well thatā€™s quite a bummer. So if itā€™s only ios then itā€™s impossible for us windows user to even download and use the SDKsā€¦

Iā€™m also having the issue with Fyber adapter sdk download. I went through their website and itā€™s clear that they simply changed the download location, which should be simple enough for developer to solve if he bothered, but it looks like he abandoned the app. Iā€™ve been trying to contact him or anyone in the team, with no luck whatsoever.

The main problem is that the GameDNAInstaller plugin is not clean - it actually has a .exe file in it that does some of the magic and we donā€™t have line of sight of the code in that executable. That means that we canā€™t figure out where the files are stored nor adjust the download location manually. Had I known that I wouldnā€™t have spent quite a lot of cash buying this companyā€™s plugins only to be left unsupported not long after making the purchases.

The way I eventually solved the issue was by opening a very old engine installation (4.20), copying the plugin directory Source\ThirdParty into the new installation. I also forced the version change in the .uplugin file to 4.24 (dirty work - I havenā€™t checked or tested the code, just changed the version described in the file). The result was a bunch of warnings but no errors and the installation actually worked. This clearly isnā€™t sustainable as the plugin will eventually break if unsupported, so Iā€™m studying the code to try to maintain it manually myself given circumstances.

plug in is die ? where is 4.24 update?

Universal Mobile Ads 2.10.0 for UE 4.23 is this company worth our time , for monetizing or any use